DIG_POD by a333

Collect resources, find components, upgrade and dig down to find the source of signal.
Headphones recommended.
Inspired by love of Sub-Terrania, Motherload, and Tyrian 2000
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Welcome, DIG_POD pilot-to-be.
DIG_POD crafts are equipped with the top notch sustenance and adaptation systems, and capable of upgrading and restructuring itself if provided with enough matter and necessary blueprints. Make sure to use atomic destabilizer to collect matter. Dense materials will yield more resources.
DIG_POD standard self-defense measures include light chaingun and HE cannon. While chaingun can operate on tiny amounts of matter, you need energy-dense materials to fabricate cannon rounds.
And most important piece of equipment, your sensor reconnaissance system, is capable of picking faintest traces of variety of emissions, including sound, radio, x-ray, gamma and neutrino sources. Make sure to investigate any anomalies as you dig.
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Art, code, sounds: @a333
Music: @GRaAL
Testing: @icxon
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AI DISCLAIMER
⚠️🤖 This game was made with assistance of coding tools (Copilot, Claude Code).
If it goes against your principles, feel free to skip this submission or adjust your score accordingly. While I still spent 60 or so hours working on this game and most pieces of code were reviewed and reworked many times to satisfy my standards, I'll understand if the point of this challenge for you personally is mutually exclusive with AI usage.
Full post here: https://ldjam.com/events/ludum-dare/59/dig-pod/im-in-post-and-ai-policy-declaration
Art, sounds, text and music are completely handmade.
| Link | https://a333.itch.io/dirtpod |
| Original URL | https://ldjam.com/events/ludum-dare/59/dig-pod |
Ratings
| Overall | 38th | 4.213⭐ | 49🧑⚖️ |
| Fun | 13th | 4.266⭐ | 49🧑⚖️ |
| Innovation | 383th | 3.447⭐ | 49🧑⚖️ |
| Theme | 569th | 3.426⭐ | 49🧑⚖️ |
| Graphics | 258th | 4.064⭐ | 49🧑⚖️ |
| Audio | 217th | 3.787⭐ | 49🧑⚖️ |
| Humor | 484th | 2.615⭐ | 41🧑⚖️ |
| Mood | 180th | 4.053⭐ | 49🧑⚖️ |
| Given | 24🗳️ | 38🗨️ |
The atmosphere was great.
The upgrades felt satisfying, especially when you upgrade the collector. :)
I like that the armor of the ship visibly changed in the upgrade screen. Would be even cooler, if it would be visible on the ship while playing. The overall graphics are great.
I was not expecting a boss fight, but I really liked it.
The audio feedback was on point. The "signal wave" was a nice addition. The movement felt also very responsive and good. I had a lot of fun exploring this game and get deeper into the level.
Really great entry! :)
its a game that had me playing for about 15 munities juts watching my number go up the boos at the end was fun too
the drone controls are a bit strange i kept getting stuck on one pixel I could not see and the damage form hitting the ground seems to happen when i land form a few pixels down so i lost lots of health form just mining
other than that fun game !
@anku thank you for feedback! I've tried to make the game not too hard for fellow oversaturated LD players, so it might've ended on an easier side. Lots of things to tweak for a proper experience!
@rise12600 great feedback too, thank you! I've battled 'stuck on single pixel' problem a lot but ultimatately failed) same for ground hitting - could be relaxed further, but it was intended to be a challenging experience. End up being a bit of a frustrating one)
Sound design is strong too, especially the gunshots, though after extended chaingun fire, it started to feel a bit overwhelming and fatiguing. The plasmagun and cannon feel like the sweet spot. Progression feels intuitive.
Overall, really enjoyed it. Great Work!
Gave up on ever knowing if there is indeed a "you survived" endscreen x)
But enjoyed both playthrous, sounds were fitting, sprites are nice, everything worked smoothly - only slightly sad thing is that full upgraded you cant just insta mine wherever you go, maybe a few more mining laser upgrades just for the fun of "deleting" the world would be great :D
Overall a nice entry!
The start felt a bit slow, and I sometimes got stuck on small pixel fragments.
Overall, a solid and fun entry
Anyway great game! Well done on your entry
@corbak thank you! indeed you could, there's a
!>peaceful ending if you don't kill the boss
Gameplay speaking, fine adjusting the moves to avoid the fast punishing collisions was very challenging, but I finally found equilibrium combining the thrusts and mining at the same time.
Well done anyways, the arts are good and I had fun playing it!
also, this is uncommon for jam games, but for this game I actually felt it was a little bit too easy, especially beating the boss, not a big problem though, the game could always be expanded later :D
But I've spent about 30 minutes for 2 attempts, so I can say, that I've had a fun playing it
Initially, I thought that I wasn't able to mine rock yet and that I needed some kind of upgrade. But it turns out I can, just very slowly, and the 'heating' visuals didn't really **_signal_** that to me. I thought I was somehow turning rock into gold.
Also, my first encounter with a boss was a little strange. I mined right down the center, and when I got to the big cave area and saw the 'survive' message, I just completely ignored it and went to mine gold in that cave. After a while, I saw the 'escape' message, but the boss was still there, so I returned and killed it. And died because of explosion XD
Oh, and also I feel like the pod takes falling/impact damage too easily! Like even minor moves hurt!
Otherwise, really liked the visuals and sounds! It's a pretty nice game!
The flight felt very unstable and slidey, and punished you with impact damage, which didn't feel great until I just learned to ignore it. I wish you had just a little more "hangtime" when hovering and the impact damage had a more generous lower cutoff. This didn't prevent me from loving the game though.
From the art and previews (I’ve actually been following your game since the very first post), it reminded me of Noita and Barotrauma (my misconception about the sonar, which I mention below), and I was curious to see how much you’d end up implementing.
I was surprised that the arc shown in the screenshots turned out to be a suction tool—I thought it was sonar, which would’ve fit perfectly with the signal theme. Like, you scan, explore, search for something in the soil, and fend off enemies.
I didn’t like that any hit, even a minor one, takes away health. On the other hand, crashing into a wall at high speed results in the same punishment… I guess that can be attributed to the short development time.
I only really understood the game on my second attempt. It’s not obvious at all that the monsters’ blood, which gets turned into gold by that thermo-gun, can then be collected by shooting the gold (really not intuitive).
It’s also unclear why you even need to collect gold—what’s the point of the total cargo mass increasing (and why is it shown in blue, like it’s water)?
I also lacked an immediate understanding of whether I could upgrade my digging arc. As soon as you reach stone (which happens almost right away), the digging speed drops, and you instantly want to improve it. Unfortunately, that didn’t seem possible.
= = = = =
But my complaints about the inconveniences became irrelevant once I progressed further and finally looked at the screen properly, noticing the key for upgrade configuration 😅
Same with collecting gold using the gun (still, it probably would’ve been better to have auto-pickup for it, or at least allow easy collection even with a weak tool).
= = = = =
The game is great. So far, it’s the best thing I’ve played from Ludum. Atmospheric, sounds great, and feels good to play. The map generation really encourages you to replay and start over again and again.
It’s very cool that there are new systems you encounter during the run. At the same time, it’s a bit disappointing that armor upgrades are only visible in the menu, not during gameplay.
About the sudden explosion and the need to run… that was a nasty trick. I had to replay just to see the ending… but didn’t manage it. After collecting 600 gold on the level, I tried to grab all four golden bubbles from the boss, and the explosion caught me off guard again. It really needs some kind of visual and audio indicator to show how much time is left, so you can properly assess the risk… I didn’t go for a third attempt.
It’s a bit disappointing that the jam theme is only implemented as intermediate goals (I just can’t consider a distance-to-finish bar a gameplay mechanic—it’s just an indicator). If there had been sonar like I originally imagined… but that’s not really important—the game is great, and the work is excellent. Thanks for the experience.
During gameplay, I also ran into a situation—I’m not sure if it’s a bug or a feature—where I went back to collect previously left golden blood, and suddenly a pack of four-headed monsters dropped down on me from above. That turned into quite an unexpected challenge.
There is a bit of mixup between temperature (hot terrain glows yellow) and monster blood, which is also yellow, this might create a confusion. Monster blood should be collectable even with tier2 dig tool, which you can upgrade at the very start. If it's not - its a bug.
For the signal theme, you need to listen a lot if you want to find all 3 hidden components and some medkits, but yes, that's it. Active listening was a feature planned, but I havent been able to do it in time. Same for making the terrain damage right. New version is much better and has sonar, but I wont publish it until LD is over, of course.
Second ending is my personal pain =) I thought that adding delay before explosion is a good idea, but it turned out to be a huge red herring. You are, in fact, a research vessel, supposed to immediately escape with report once you see the signal source (boss), not fight it. But when game conditions you to fight enemies from the start, it's quite nonintuitive.
The upgrades progress fast and smoothly, and the boss is not too hard. Cute little game that just needs more levels :nerd:
The slight bumps causing damage (and denying shield recharge) was probably the only annoyance.
Very cool, nice work!